Player report: pawns starve even with harvested crops because cooking never happens. Root cause: CraftingProvider handled both crafting-skill and cooking-skill bills with priority 4, below Plant=5 and Chop=5 in Decision's tiebreaker. Pawns endlessly harvested + chopped instead of cooking the food already on the floor; raw +25 vegetable couldn't outpace HUNGER_DECAY × 3 pawns. CraftingProvider now filters bills to required_skill == &"crafting" only. New CookingProvider (category=&"cooking", priority=6) handles required_skill == &"cooking" bills (bread, meal_from_vegetables) with identical find/score logic including the ingredient2 buffer flow. pawn.work_priorities default now includes &"cooking": 3 (matches the 9-category design spec). decision.gd category-list comment updated. WorkPriorityMatrix gains a "Cook" column. MCP runtime verified: pawns now decide `cooking(pri=3) → Craft Veggie meal at Hearth` immediately after vegetables exist; 2 bread items appeared by tick 261 of a fresh boot. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1242 lines
52 KiB
GDScript
1242 lines
52 KiB
GDScript
extends Node2D
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## Pawn entity — grid-snapped, sim-tick-driven movement with smooth render lerp.
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##
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## Movement model (docs/architecture.md "Pawn movement"):
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## At 1× speed, crossing one tile costs STEP_TICKS sim ticks (10 ticks = 0.5 s
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## at 20 Hz). Each sim tick advances _step_progress by 1/STEP_TICKS. When
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## progress reaches 1.0 the pawn snaps to the next waypoint.
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##
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## Speed scaling is free: Pause → no ticks → pawn frozen; Ultra → 12× ticks/s →
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## pawn crosses the map in ~7 s real time. No per-pawn speed handling needed.
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##
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## Render: _process() lerps world-position between current and next tile every
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## render frame at 60 Hz — motion is smooth even at low sim Hz.
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##
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## Phase 3 additions:
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## - `forced_job` slot (player override via Selection)
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## - `job_runner` Node child wired externally by the World scene
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## - On each sim tick: orchestrate AI first (Decision → JobRunner.tick), then
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## advance the walk. The walk is still owned by the Pawn — JobRunner's WALK
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## toil delegates to `walk_along_path()` and listens for `walk_completed`.
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## - to_dict() / from_dict() round-trip the entire mid-walk + mid-toil state
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## (architecture.md "Save format" — mid-tick suspend safe).
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class_name Pawn
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## Phase 14 — corpse scene instantiated on death.
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const CORPSE_SCENE: PackedScene = preload("res://scenes/entities/corpse.tscn")
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## Slice-1 pawn sprite helper. Preloaded (not class_name) because the global
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## class registry isn't reliable during cold-start parse for sibling scripts.
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const _PAWN_SPRITE_FRAMES: Script = preload("res://scenes/pawn/pawn_sprite_frames.gd")
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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# ── mood + sulking constants (docs/architecture.md "MoodSystem"; docs/design.md "Mood bands") ──
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const MOOD_BASE: float = 50.0
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const MOOD_SULK_THRESHOLD: float = 25.0 # < 25 sustained → sulking (docs/design.md "Breaking" band)
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const MOOD_SULK_RECOVERY: float = 35.0 # mood must reach ≥ 35 to exit sulking
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const MOOD_SULK_SUSTAIN_TICKS: int = 600 # 30 in-game min at 1× (20 ticks/s × 60 s/min × 30 min)
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# ── hunger constants (docs/design.md "Health & status effects") ───────────────
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# Decay rate: 0.10 / tick × 20 ticks/s = 2.0 / real-sec at 1×.
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# 100 → 0 in 50 sim seconds (1×). At Fast (5×): ~10 real seconds.
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# At Ultra (12×): ~4 real seconds. Phase 7 demo-friendliness: at Fast a pawn
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# needs food within ~10 real seconds of spawn. Keep items in-world so hunger
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# triggers before it empties entirely. Tune in Phase 20.
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const HUNGER_MAX: float = 100.0
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const HUNGER_DECAY_PER_TICK: float = 0.02 # ~100→0 over 5000 ticks; ~4 min at 1×, ~20 s at Ultra. Tune Phase 20.
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# ── sleep constants (docs/design.md "Sleep mood" + Phase 8) ──────────────────
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# Decay: 0.015 / tick × 20 ticks/s = 0.3 / real-sec at 1×.
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# 100 → 0 in ~6667 ticks (1×) ≈ ~5.6 real minutes. At Fast (5×): ~67 s.
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# Slower than hunger — pawns tire in ~30 sim minutes at 1×. Tune Phase 20.
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const SLEEP_MAX: float = 100.0
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const SLEEP_DECAY_PER_TICK: float = 0.015 # Tune Phase 20.
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# ── HP + status constants (docs/design.md "Health & status effects"; Phase 9) ──
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# Single HP pool per pawn. No body-part injury (design.md "Simplifications").
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const HP_MAX: float = 100.0
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# HP at or below this threshold triggers the Downed status (design.md "Downed & death").
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const HP_DOWNED_THRESHOLD: float = 30.0
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# HP at or above this threshold clears the Downed status after treatment.
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# Gap between thresholds prevents rapid down/revive oscillation.
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const HP_REVIVE_THRESHOLD: float = 50.0
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# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
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# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
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# Skills modify duration and quality, never permission (design.md:35).
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const SKILL_MANUAL_LABOR: StringName = &"manual_labor"
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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const SKILL_MEDICINE: StringName = &"medicine"
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const SKILL_COMBAT: StringName = &"combat"
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const ALL_SKILLS: Array[StringName] = [
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SKILL_MANUAL_LABOR, SKILL_CRAFTING, SKILL_COOKING, SKILL_MEDICINE, SKILL_COMBAT,
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]
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signal walk_started
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signal walk_completed
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signal arrived_at_destination(tile: Vector2i)
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@export var pawn_name: String = ""
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## Last-known facing direction as a unit Vector2i (one of (0,1) down, (-1,0)
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## left, (1,0) right, (0,-1) up). Updated when walking; persists when idle
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## so the idle sprite faces the last direction walked. Defaults to down.
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var facing: Vector2i = Vector2i(0, 1)
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var tile: Vector2i = Vector2i.ZERO
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# Phase 7 — hunger need (design.md "Hungry" status). Full at spawn.
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var hunger: float = HUNGER_MAX
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# Phase 8 — sleep need (design.md "Sleep mood" gradient). Full at spawn.
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var sleep: float = SLEEP_MAX
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# Player override slot — set by Selection; consumed by Decision on next sim tick.
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# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
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var forced_job = null
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# JobRunner node ref. Set externally by World during pawn spawn (so the runner
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# can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes.
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var job_runner = null
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# Phase 4 — carry slot for hauling. Holds an Item node while carrying; null
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# when empty-handed. PICKUP toil sets this; DEPOSIT clears it. One stack /
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# one type at a time per design.md.
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var carried_item = null
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# Phase 6 — skill levels. Initialized to 0 for all five skills in _ready().
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# Use get_skill() / set_skill() to access; direct dict mutation is allowed
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# for batch operations (e.g. from_dict restoring saved data).
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var skills: Dictionary = {}
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# Phase 17 — per-pawn work-priority matrix. Maps WorkProvider.category
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# (StringName) → priority level 1..4 (1 = Critical, 4 = Low), 0 = OFF.
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# Decision layer filters work providers by `pawn.work_priorities.get(p.category, 3)`
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# so a missing entry defaults to NORMAL (3).
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# UI matrix (Agent C) writes here on tap-to-cycle. Survives save/load via
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# to_dict / from_dict.
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var work_priorities: Dictionary = {
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&"construction": 3,
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&"cooking": 3,
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&"chop": 3,
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&"plant": 3,
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&"mine": 3,
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&"crafting": 3,
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&"haul": 3,
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&"clean": 3,
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&"doctor": 3,
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# Needs categories (rest/eat/sleep) are not player-configurable — they
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# fire from need thresholds, not from a priority cell.
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}
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# Phase 8 — mood and thoughts (docs/architecture.md "MoodSystem").
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## Ordered list of active Thought entries. Do not mutate directly — use
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## add_thought() / remove_thought_by_id() which keep mood in sync.
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var thoughts: Array = [] # Array[Thought]
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## Cached mood score 0–100. Recomputed by _recompute_mood() whenever the
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## thoughts array changes. Do not write directly.
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var mood: float = MOOD_BASE
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## Counts consecutive sim ticks where mood < MOOD_SULK_THRESHOLD.
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## Reset to 0 when mood rises above the threshold.
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var _sulk_low_ticks: int = 0
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## True after mood has been below MOOD_SULK_THRESHOLD for MOOD_SULK_SUSTAIN_TICKS
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## consecutive ticks. Cleared once mood recovers to MOOD_SULK_RECOVERY.
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## Decision Layer 1 short-circuits for sulking pawns.
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var sulking: bool = false
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# Phase 9 — HP (design.md "Single HP per pawn", default 100).
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var hp: float = HP_MAX
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# Phase 14 — body colour derived once from the pawn's name hash (same formula
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# as _draw() used to compute inline). Stored so the Corpse entity can carry it
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# for its head-dot visual without access to the living pawn.
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var portrait_color: Color = Color.WHITE
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# Phase 14 — last named damage source passed to take_damage(); used by
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# _check_death() to label the corpse cause when bleeding is not active.
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var _last_damage_source: StringName = &""
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# Phase 14 — bleed-out timeout counter. Increments each sim tick while the
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# pawn has a Bleeding status AND is still alive (HP > 0). Resets when the
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# Bleeding status is cleared. If this reaches StatusCatalog.BLEED_OUT_TICKS
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# (432000 ticks ≈ 6 in-game hours) and no doctor has treated the pawn, a
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# lethal take_damage() call forces _check_death().
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var _bleed_ticks: int = 0
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# Phase 9 — active status effects. Do not mutate directly — use add_status() /
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# remove_status_by_id() which emit EventBus signals and enforce stack-merge logic.
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var statuses: Array = [] # Array[Status]
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# Phase 12 — wet / cold accumulators (0–100).
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# _wet_accum rises while the pawn is outdoors in rain; decays otherwise.
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# Crosses WET_DAMP_THRESHOLD (25) → Damp status; WET_SOAKED_THRESHOLD (60) → Soaked.
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# _cold_accum rises in winter or during a cold snap outdoors; decays otherwise.
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# Mirroring StatusCatalog constants — do not read StatusCatalog inside property
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# access paths; use _wet_severity() / _cold_severity() helpers instead.
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var _wet_accum: float = 0.0
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var _cold_accum: float = 0.0
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# Phase 13 — shelter debug tracking.
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## When SHELTER_DEBUG is true, any false→true or true→false transition in
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## _is_sheltered() emits an Audit.log line. Off by default — debug noise.
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const SHELTER_DEBUG: bool = false
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var _shelter_prev: bool = false
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## AnimatedSprite2D child painted with peasant atlases. Built in _ready();
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## animation switched by _update_anim() each _process tick.
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var _sprite: AnimatedSprite2D = null
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _selected: bool = false
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@onready var _name_label: Label = $NameLabel
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@onready var _state_label: Label = $StateLabel
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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_state_label.text = Strings.t(&"pawn.state.idle")
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# Initialise all five skills to 0 if not already set (from_dict sets them
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# before _ready() fires in some load paths — only fill missing keys here).
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for skill in ALL_SKILLS:
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if not skills.has(skill):
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skills[skill] = 0
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# Phase 14 — connect to burial / cremation signals for closure thoughts.
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# Defensive: signals are declared in EventBus Phase 14 block; guard for
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# environments where a pre-Phase-14 shim might be in use.
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if EventBus.has_signal("corpse_buried"):
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EventBus.corpse_buried.connect(_on_corpse_buried)
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if EventBus.has_signal("corpse_cremated"):
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EventBus.corpse_cremated.connect(_on_corpse_cremated)
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# Sprite mount is deferred to setup() / from_dict() because the atlas pick
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# depends on pawn_name (deterministic name-hash), which isn't assigned yet
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# when _ready() fires. See _mount_sprite() below.
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func setup(p_name: String, start_tile: Vector2i) -> void:
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pawn_name = p_name
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tile = start_tile
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position = _tile_to_world(tile)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.idle")
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# Phase 14 — compute portrait_color once so Corpse can carry it.
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# Same formula as _draw() body disc: deterministic hue from name hash.
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var hue := float(pawn_name.hash() % 360) / 360.0
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portrait_color = Color.from_hsv(hue, 0.7, 0.85)
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# Slice-1 character sprite: depends on pawn_name, so mount here (not _ready).
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_mount_sprite()
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Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile])
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## Build the AnimatedSprite2D child from the peasant atlas trio picked
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## deterministically from pawn_name. Idempotent — safe to call from setup()
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## AND from_dict() (the save-load path also re-enters setup).
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func _mount_sprite() -> void:
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if _sprite != null:
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_sprite.queue_free()
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_sprite = null
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var atlases := _atlas_for_pawn(self)
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var sf: SpriteFrames = _PAWN_SPRITE_FRAMES.build(atlases)
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_sprite = AnimatedSprite2D.new()
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_sprite.name = "Sprite"
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_sprite.sprite_frames = sf
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_sprite.centered = true
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_sprite.offset = Vector2(0, -8) # bottom-anchor: feet ≈ tile bottom edge
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# show_behind_parent lets the sprite render at the same z_index as the
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# parent Pawn (so it stays above the floor TileMap), while ALSO drawing
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# beneath the parent's _draw() callback — so selection ring + carry
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# indicator overlay on top. z_index=-1 would sink below the floor too.
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_sprite.show_behind_parent = true
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_sprite.play(&"idle_down")
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add_child(_sprite)
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# ── public API ──────────────────────────────────────────────────────────────
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func walk_along_path(new_path: Array[Vector2i]) -> void:
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if new_path.is_empty():
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return
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var was_walking := is_walking()
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_path = new_path.duplicate()
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# _step_progress carries over; when it hits 1.0 the pawn snaps to
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# the first tile of the new path and picks up the new direction.
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if not was_walking:
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walk_started.emit()
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_state_label.text = Strings.t(&"pawn.state.walking")
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Audit.log("pawn", "%s walk path len %d → %s" % [pawn_name, new_path.size(), new_path[-1]])
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func is_walking() -> bool:
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return not _path.is_empty()
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func set_selected(value: bool) -> void:
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if _selected == value:
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return
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_selected = value
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queue_redraw()
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func is_selected() -> bool:
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return _selected
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# ── hunger API (Phase 7) ──────────────────────────────────────────────────────
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## True when hunger is low enough that the pawn should seek food.
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## Threshold matches the design.md "Hungry" state-driven thought trigger (< 30).
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func is_hungry() -> bool:
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return hunger < 30.0
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## True when the pawn is critically hungry and health damage is imminent.
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## Exposed for Phase 9 Decision Layer-3 interrupt wiring (starvation HP drain).
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## Not yet connected to a work interrupt — Phase 9 follow-up.
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func is_starving() -> bool:
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return hunger < 5.0
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## Set hunger to `value`, clamped to [0, HUNGER_MAX].
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## Used by EatProvider's _tick_eat and save/load.
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func set_hunger(value: float) -> void:
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hunger = clampf(value, 0.0, HUNGER_MAX)
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# ── sleep API (Phase 8) ───────────────────────────────────────────────────────
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## True when sleep is low enough that the pawn should seek a bed.
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## Threshold mirrors design.md "Tired" state-driven thought trigger (< 30).
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func is_tired() -> bool:
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return sleep < 30.0
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## True when the pawn is critically sleep-deprived.
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## Phase 9 Decision Layer-3 interrupt hook — not yet wired (exhaustion collapse).
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func is_exhausted() -> bool:
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return sleep < 5.0
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## Set sleep to `value`, clamped to [0, SLEEP_MAX].
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## Used by JobRunner's _tick_sleep and save/load.
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func set_sleep(value: float) -> void:
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sleep = clampf(value, 0.0, SLEEP_MAX)
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|
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|
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# ── HP + status API (Phase 9) ─────────────────────────────────────────────────
|
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|
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## Reduce HP by amount, clamped to [0, HP_MAX]. Emits pawn_took_damage.
|
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## Pass a non-empty source string for Audit context (e.g. "bleeding", "wolf bite").
|
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## Does NOT log per-tick bleed ticks — only logs on direct named calls.
|
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## Phase 14: tracks _last_damage_source for corpse cause labelling; calls
|
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## _check_death() after _check_downed() so death is detected on the same tick.
|
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func take_damage(amount: float, source: StringName = &"") -> void:
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hp = maxf(0.0, hp - amount)
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if source != &"":
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_last_damage_source = source
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EventBus.pawn_took_damage.emit(self, amount)
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if source != &"":
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Audit.log("pawn", "%s took %.1f damage from '%s' (hp=%.1f)" % [pawn_name, amount, source, hp])
|
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_check_downed()
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_check_death()
|
||
|
||
|
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## Restore HP by amount, clamped to [0, HP_MAX]. Checks revive condition.
|
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func heal(amount: float) -> void:
|
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hp = minf(HP_MAX, hp + amount)
|
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_check_revive()
|
||
|
||
|
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## Add a status to this pawn, merging severity if one with the same id already exists.
|
||
## Stack-merge: severity increments by 1 up to max_severity (mirrors add_thought stacking).
|
||
## Emits pawn_status_added when a genuinely new status entry is appended.
|
||
func add_status(s: Status) -> void:
|
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for existing in statuses:
|
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if existing.id == s.id:
|
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existing.severity = mini(existing.severity + 1, existing.max_severity)
|
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return
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statuses.append(s)
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Audit.log("pawn", "%s gained status: %s (severity=%d)" % [pawn_name, s.label, s.severity])
|
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EventBus.pawn_status_added.emit(self, s)
|
||
|
||
|
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## Remove all statuses with the given id. Emits pawn_status_removed for each removed entry.
|
||
func remove_status_by_id(id: StringName) -> void:
|
||
for i in range(statuses.size() - 1, -1, -1):
|
||
if statuses[i].id == id:
|
||
var s: Status = statuses[i]
|
||
statuses.remove_at(i)
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Audit.log("pawn", "%s lost status: %s" % [pawn_name, s.label])
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EventBus.pawn_status_removed.emit(self, s)
|
||
|
||
|
||
## Returns true if the pawn has any active status with the given id.
|
||
func has_status(id: StringName) -> bool:
|
||
for s in statuses:
|
||
if s.id == id:
|
||
return true
|
||
return false
|
||
|
||
|
||
## True when the pawn is Downed (HP near zero, cannot act, awaiting rescue).
|
||
func is_downed() -> bool:
|
||
return has_status(&"downed")
|
||
|
||
|
||
## True when the pawn cannot accept any job. Decision Layer 1 probes this.
|
||
## Phase 9: only Downed blocks the pawn entirely. Future phases may add Unconscious.
|
||
func is_incapacitated() -> bool:
|
||
return is_downed()
|
||
|
||
|
||
## Internal: enter Downed state when HP drops to or below the threshold.
|
||
## add_status() emits pawn_status_added — listeners watch that to learn of Downed.
|
||
func _check_downed() -> void:
|
||
if hp <= HP_DOWNED_THRESHOLD and not is_downed():
|
||
add_status(StatusCatalog.downed())
|
||
Audit.log("pawn", "%s DOWNED (hp=%.1f)" % [pawn_name, hp])
|
||
|
||
|
||
## Internal: clear Downed when HP recovers to or above the revive threshold.
|
||
## Called by heal() — the doctor's treatment flow goes through heal().
|
||
func _check_revive() -> void:
|
||
if hp >= HP_REVIVE_THRESHOLD and is_downed():
|
||
remove_status_by_id(&"downed")
|
||
Audit.log("pawn", "%s revived from Downed (hp=%.1f)" % [pawn_name, hp])
|
||
|
||
|
||
# ── death (Phase 14) ─────────────────────────────────────────────────────────
|
||
|
||
## True when the pawn's HP has reached zero.
|
||
func is_dead() -> bool:
|
||
return hp <= 0.0
|
||
|
||
|
||
## Internal: detect death and run the corpse-spawn pipeline.
|
||
## Called by take_damage() after _check_downed(), and by _process_statuses()
|
||
## after the bleed-out timeout fires.
|
||
##
|
||
## Re-entrant guard: returns immediately if hp > 0 or node is already freed.
|
||
##
|
||
## Pipeline (in order):
|
||
## 1. Determine cause (bleeding > _last_damage_source > "unknown").
|
||
## 2. Audit.log the death event.
|
||
## 3. Emit EventBus.pawn_died BEFORE removal so listeners see a valid pawn.
|
||
## 4. Spawn Corpse at death tile; call setup() then add_child() on parent.
|
||
## 5. Emit EventBus.corpse_spawned so hauling + UI systems react.
|
||
## 6. Unregister from World.pawns; queue_free() this node.
|
||
func _check_death() -> void:
|
||
if not is_dead():
|
||
return
|
||
# Guard against re-entrant calls (bleed tick and take_damage on the same tick).
|
||
if is_queued_for_deletion():
|
||
return
|
||
|
||
# Determine cause of death.
|
||
var cause: StringName
|
||
if has_status(&"bleeding"):
|
||
cause = &"bleeding"
|
||
elif _last_damage_source != &"":
|
||
cause = _last_damage_source
|
||
else:
|
||
cause = &"unknown"
|
||
|
||
Audit.log("pawn", "%s DIED (cause=%s, tile=%s)" % [pawn_name, cause, tile])
|
||
|
||
# Notify listeners before the pawn is removed (e.g. future "saw colonist die" mood thought).
|
||
EventBus.pawn_died.emit(self, cause)
|
||
|
||
# Spawn corpse at the death tile. get_parent() is the World scene root,
|
||
# same as the WolfSpawner pattern — no get_node("/root/...") smell.
|
||
var corpse: Corpse = CORPSE_SCENE.instantiate()
|
||
corpse.setup(tile, pawn_name, portrait_color, cause)
|
||
get_parent().add_child(corpse)
|
||
Audit.log("pawn", "corpse spawned for %s at %s" % [pawn_name, tile])
|
||
EventBus.corpse_spawned.emit(corpse)
|
||
|
||
# Remove from World registry before freeing; _exit_tree on Corpse handles corpse registration.
|
||
World.unregister_pawn(self)
|
||
queue_free()
|
||
|
||
|
||
## Returns the work-speed penalty fraction from the SICK status (0.0 if not sick).
|
||
## severity 1 → 0.25 penalty (75% speed), severity 2 → 0.50, severity 3 → 0.75.
|
||
## The resulting multiplier is clamped to at least 0.25 so pawns never stop
|
||
## working entirely from illness alone (design.md — sick pawns work slowly, not stop).
|
||
func _sick_speed_penalty() -> float:
|
||
for s in statuses:
|
||
if s.kind == Status.Kind.SICK:
|
||
return clampf(0.25 * float(s.severity), 0.0, 0.75)
|
||
return 0.0
|
||
|
||
|
||
## Returns the pawn's current level (0–10) for the given skill.
|
||
## Returns 0 for unknown skills so callers need no nil-guard.
|
||
func get_skill(skill: StringName) -> int:
|
||
return int(skills.get(skill, 0))
|
||
|
||
|
||
## Sets skill to level, clamped to [0, 10]. Asserts the key is a known skill.
|
||
func set_skill(skill: StringName, level: int) -> void:
|
||
assert(skill in ALL_SKILLS, "set_skill: unknown skill '%s'" % skill)
|
||
skills[skill] = clampi(level, 0, 10)
|
||
|
||
|
||
# ── thought / mood API (Phase 8) ─────────────────────────────────────────────
|
||
|
||
## Add a thought, merging stacks if one with the same id already exists.
|
||
## For EVENT thoughts, ticks_remaining is refreshed to the new value when
|
||
## the incoming duration is longer (keeps the best remaining window).
|
||
## Calls _recompute_mood() after any mutation.
|
||
func add_thought(t: Thought) -> void:
|
||
for existing in thoughts:
|
||
if existing.id == t.id:
|
||
existing.stacks = mini(existing.stacks + 1, existing.max_stacks)
|
||
if t.lifetime == Thought.Lifetime.EVENT:
|
||
existing.ticks_remaining = maxi(existing.ticks_remaining, t.ticks_remaining)
|
||
_recompute_mood()
|
||
return
|
||
thoughts.append(t)
|
||
_recompute_mood()
|
||
|
||
|
||
## Remove all thoughts with the given id. Calls _recompute_mood() if any were removed.
|
||
func remove_thought_by_id(id: StringName) -> void:
|
||
var removed := false
|
||
for i in range(thoughts.size() - 1, -1, -1):
|
||
if thoughts[i].id == id:
|
||
thoughts.remove_at(i)
|
||
removed = true
|
||
if removed:
|
||
_recompute_mood()
|
||
|
||
|
||
## Returns true if the pawn currently has any thought with the given id.
|
||
func has_thought(id: StringName) -> bool:
|
||
for t in thoughts:
|
||
if t.id == id:
|
||
return true
|
||
return false
|
||
|
||
|
||
## Returns true when the pawn is in a sulking soft-break state.
|
||
## Decision Layer 1 short-circuits for sulking pawns (no work accepted).
|
||
func is_sulking() -> bool:
|
||
return sulking
|
||
|
||
|
||
# ── thought / mood internals (called from _on_sim_tick) ──────────────────────
|
||
|
||
## Main per-tick thought update. Call AFTER hunger/sleep decay, BEFORE _orchestrate_ai.
|
||
##
|
||
## Sequence:
|
||
## 1. Decay EVENT thoughts — remove expired ones.
|
||
## 2. Sync PERSISTENT thoughts to current pawn state (hungry, tired).
|
||
## 3. Recompute mood if EVENT thoughts changed.
|
||
## 4. Update sulking transitions.
|
||
func _process_thoughts() -> void:
|
||
# 1. Decay EVENT thoughts.
|
||
var dirty := false
|
||
for i in range(thoughts.size() - 1, -1, -1):
|
||
var t = thoughts[i]
|
||
if t.lifetime == Thought.Lifetime.EVENT:
|
||
t.ticks_remaining -= 1
|
||
if t.ticks_remaining <= 0:
|
||
thoughts.remove_at(i)
|
||
dirty = true
|
||
# 2. Sync PERSISTENT thoughts.
|
||
_sync_persistent_thought(&"hungry", is_hungry(), ThoughtCatalog.hungry())
|
||
_sync_persistent_thought(&"tired", is_tired(), ThoughtCatalog.tired())
|
||
# Phase 11 — in_darkness fires when past dusk/before dawn AND the pawn's
|
||
# tile is unlit. architecture.md "LightingSystem": is_lit = light_map > 0.2;
|
||
# darkness_factor > 0.3 spans dusk-mid through dawn-mid.
|
||
# Phase 13 may add wall-occlusion via room BFS; for now radius-8 falloff only.
|
||
var _dark_time := Clock.darkness_factor() > 0.3
|
||
var _lit := World.is_tile_lit(tile)
|
||
_sync_persistent_thought(&"in_darkness", _dark_time and not _lit, ThoughtCatalog.in_darkness())
|
||
# Phase 12 — wet mood thoughts (mutually exclusive tiers; damp removed when soaked kicks in).
|
||
_sync_persistent_thought(&"damp", has_status(&"wet") and _wet_severity() == StatusCatalog.WET_DAMP_LEVEL, ThoughtCatalog.damp())
|
||
_sync_persistent_thought(&"soaked", has_status(&"wet") and _wet_severity() == StatusCatalog.WET_SOAKED_LEVEL, ThoughtCatalog.soaked())
|
||
# Phase 12 — cold mood thought (any cold severity triggers the single cold thought).
|
||
_sync_persistent_thought(&"cold", has_status(&"cold"), ThoughtCatalog.cold_thought())
|
||
# Phase 13 — room beauty and dirtiness thoughts.
|
||
# Defensive: World.room_at_tile returns null if rooms are empty (Agent A may land later).
|
||
_sync_room_thoughts()
|
||
# Phase 14 — corpse proximity and colony-wide rotting thoughts.
|
||
_sync_corpse_thoughts()
|
||
# 3. Recompute if EVENT thoughts expired (persistent syncs call _recompute_mood internally).
|
||
if dirty:
|
||
_recompute_mood()
|
||
# 4. Sulking transitions.
|
||
_process_sulking()
|
||
|
||
|
||
## Phase 13 — sync beauty and dirtiness room thoughts for this pawn's current tile.
|
||
## Called from _process_thoughts() after the cold/damp/soaked block.
|
||
## Defensive: returns early if rooms or the beauty/dirtiness systems are not yet wired
|
||
## (Agent A's RoomDetector may land slightly after this code during startup).
|
||
##
|
||
## Beauty thoughts (mutually exclusive — only one fires):
|
||
## avg beauty >= 4.0 → beautiful_room
|
||
## avg beauty < 0.0 → ugly_room (Phase 14 corpses drive this below 0)
|
||
## else → neither
|
||
##
|
||
## Dirtiness thoughts (mutually exclusive — only one fires):
|
||
## avg dirt < 25 → clean_room
|
||
## avg dirt 25..60 → dirty_room
|
||
## avg dirt >= 60 → filthy_room
|
||
func _sync_room_thoughts() -> void:
|
||
var room = World.room_at_tile(tile)
|
||
|
||
# ── no room (outdoors or RoomDetector not yet live) → clear all room thoughts ──
|
||
if room == null:
|
||
_sync_persistent_thought(&"beautiful_room", false, ThoughtCatalog.beautiful_room())
|
||
_sync_persistent_thought(&"ugly_room", false, ThoughtCatalog.ugly_room())
|
||
_sync_persistent_thought(&"clean_room", false, ThoughtCatalog.clean_room())
|
||
_sync_persistent_thought(&"dirty_room", false, ThoughtCatalog.dirty_room())
|
||
_sync_persistent_thought(&"filthy_room", false, ThoughtCatalog.filthy_room())
|
||
return
|
||
|
||
# ── beauty ──────────────────────────────────────────────────────────────────
|
||
var avg_beauty: float = 0.0
|
||
var bs = World.get("beauty_system")
|
||
if bs != null and room.tiles.size() > 0:
|
||
var beauty_sum: float = 0.0
|
||
for rt in room.tiles:
|
||
beauty_sum += bs.beauty_at(rt)
|
||
avg_beauty = beauty_sum / float(room.tiles.size())
|
||
|
||
_sync_persistent_thought(&"beautiful_room", avg_beauty >= 4.0, ThoughtCatalog.beautiful_room())
|
||
_sync_persistent_thought(&"ugly_room", avg_beauty < 0.0, ThoughtCatalog.ugly_room())
|
||
|
||
# ── dirtiness ───────────────────────────────────────────────────────────────
|
||
var avg_dirt: float = 0.0
|
||
var ds = World.get("dirtiness_system")
|
||
if ds != null and room.tiles.size() > 0:
|
||
var dirt_sum: float = 0.0
|
||
for rt in room.tiles:
|
||
dirt_sum += ds.dirt_at(rt)
|
||
avg_dirt = dirt_sum / float(room.tiles.size())
|
||
|
||
# Mutually exclusive — only one fires (filthy wins over dirty wins over clean).
|
||
var is_filthy: bool = avg_dirt >= 60.0
|
||
var is_dirty: bool = avg_dirt >= 25.0 and not is_filthy
|
||
var is_clean: bool = avg_dirt < 25.0
|
||
_sync_persistent_thought(&"filthy_room", is_filthy, ThoughtCatalog.filthy_room())
|
||
_sync_persistent_thought(&"dirty_room", is_dirty, ThoughtCatalog.dirty_room())
|
||
_sync_persistent_thought(&"clean_room", is_clean, ThoughtCatalog.clean_room())
|
||
|
||
|
||
## Phase 14 — sync corpse-related thoughts each sim tick.
|
||
##
|
||
## saw_corpse (EVENT): fires when any corpse is within 5 Manhattan tiles and
|
||
## the pawn doesn't already have this thought (natural EVENT decay handles
|
||
## the refresh window; do not re-add while it is still ticking).
|
||
##
|
||
## rotting_body_in_colony (PERSISTENT): synced from World.corpses. After
|
||
## sync, the existing thought's stacks are updated to match the rotting
|
||
## count (capped at max_stacks=3) so severity scales with corpse count.
|
||
func _sync_corpse_thoughts() -> void:
|
||
# saw_corpse — scan for any corpse within 5 Manhattan tiles.
|
||
if not has_thought(&"saw_corpse"):
|
||
for c in World.corpses:
|
||
var d: int = abs(c.tile.x - tile.x) + abs(c.tile.y - tile.y)
|
||
if d <= 5:
|
||
add_thought(ThoughtCatalog.saw_corpse())
|
||
Audit.log("pawn", "%s: saw_corpse thought added (corpse '%s' at dist %d)" % [pawn_name, c.deceased_name, d])
|
||
break # One add per tick — stacks via add_thought merge on next sighting
|
||
|
||
# rotting_body_in_colony — PERSISTENT, severity scales with rotting count.
|
||
var rotting_count: int = _count_rotting_corpses()
|
||
_sync_persistent_thought(&"rotting_body_in_colony", rotting_count > 0, ThoughtCatalog.rotting_body_in_colony())
|
||
if rotting_count > 0 and has_thought(&"rotting_body_in_colony"):
|
||
for t in thoughts:
|
||
if t.id == &"rotting_body_in_colony":
|
||
t.stacks = mini(rotting_count, t.max_stacks)
|
||
break
|
||
|
||
|
||
## Returns the count of corpses in World.corpses that are currently rotting.
|
||
func _count_rotting_corpses() -> int:
|
||
var count: int = 0
|
||
for c in World.corpses:
|
||
if c.is_rotting():
|
||
count += 1
|
||
return count
|
||
|
||
|
||
## Phase 14 — fires when EventBus.corpse_buried is emitted (Agent B).
|
||
## Gives the buried_friend thought if this pawn was nearby (8 tiles).
|
||
## Defensive: marker may be null or lack expected fields if Agent B's
|
||
## GraveMarker shape differs; access only via null-safe .get() checks.
|
||
func _on_corpse_buried(corpse, marker) -> void:
|
||
if corpse == null:
|
||
return
|
||
# Prefer the marker's tile for the burial site; fall back to corpse tile.
|
||
var burial_tile: Vector2i = corpse.tile
|
||
if marker != null and marker.get("tile") != null:
|
||
burial_tile = marker.tile
|
||
var dist: int = abs(burial_tile.x - tile.x) + abs(burial_tile.y - tile.y)
|
||
if dist <= 8:
|
||
add_thought(ThoughtCatalog.buried_friend())
|
||
Audit.log("pawn", "%s: buried_friend thought added (burial at %s, dist=%d)" % [pawn_name, burial_tile, dist])
|
||
|
||
|
||
## Phase 14 — fires when EventBus.corpse_cremated is emitted (CremationPyre).
|
||
## Gives the cremated_friend thought if this pawn was nearby (8 tiles).
|
||
func _on_corpse_cremated(corpse, pyre) -> void:
|
||
if corpse == null or pyre == null:
|
||
return
|
||
var pyre_tile: Vector2i = pyre.tile if pyre.get("tile") != null else Vector2i(-999, -999)
|
||
var dist: int = abs(pyre_tile.x - tile.x) + abs(pyre_tile.y - tile.y)
|
||
if dist <= 8:
|
||
add_thought(ThoughtCatalog.cremated_friend())
|
||
Audit.log("pawn", "%s: cremated_friend thought added (pyre at %s, dist=%d)" % [pawn_name, pyre_tile, dist])
|
||
|
||
|
||
## Add or remove a PERSISTENT thought based on a boolean state flag.
|
||
## Calls add_thought() / remove_thought_by_id() (which recompute mood) only
|
||
## when the presence actually needs to change — avoids redundant recomputes.
|
||
func _sync_persistent_thought(id: StringName, state_active: bool, factory_result: Thought) -> void:
|
||
var present := has_thought(id)
|
||
if state_active and not present:
|
||
add_thought(factory_result)
|
||
elif not state_active and present:
|
||
remove_thought_by_id(id)
|
||
|
||
|
||
## Recompute mood from scratch using the locked formula:
|
||
## base 50 + sum(modifier × min(stacks, max_stacks))
|
||
## Clamps to [0, 100] and emits EventBus.pawn_mood_changed.
|
||
## (docs/architecture.md "MoodSystem" — MAX_STACKS_PER_THOUGHT = 5 locked)
|
||
func _recompute_mood() -> void:
|
||
var m := MOOD_BASE
|
||
for t in thoughts:
|
||
m += float(t.modifier) * float(mini(t.stacks, t.max_stacks))
|
||
mood = clampf(m, 0.0, 100.0)
|
||
EventBus.pawn_mood_changed.emit(self, mood)
|
||
|
||
|
||
## Track sustained low-mood ticks and transition sulking state accordingly.
|
||
##
|
||
## Enter sulking: mood has been < MOOD_SULK_THRESHOLD for MOOD_SULK_SUSTAIN_TICKS
|
||
## consecutive ticks (30 in-game min at 1× — docs/design.md "Breaking" band).
|
||
## Exit sulking: mood recovers to >= MOOD_SULK_RECOVERY (35).
|
||
## _sulk_low_ticks resets whenever mood rises above the threshold, so momentary
|
||
## dips do not trigger a break.
|
||
func _process_sulking() -> void:
|
||
if mood < MOOD_SULK_THRESHOLD:
|
||
_sulk_low_ticks += 1
|
||
if not sulking and _sulk_low_ticks >= MOOD_SULK_SUSTAIN_TICKS:
|
||
sulking = true
|
||
Audit.log("pawn", "%s soft-break: SULKING (mood=%.1f)" % [pawn_name, mood])
|
||
else:
|
||
_sulk_low_ticks = 0
|
||
if sulking and mood >= MOOD_SULK_RECOVERY:
|
||
sulking = false
|
||
Audit.log("pawn", "%s recovered from sulking (mood=%.1f)" % [pawn_name, mood])
|
||
|
||
|
||
# ── status tick (Phase 9) ─────────────────────────────────────────────────────
|
||
|
||
## Per-tick status update. Call AFTER _process_thoughts, BEFORE _orchestrate_ai.
|
||
##
|
||
## Sequence:
|
||
## 1. Decay EVENT statuses — remove expired ones.
|
||
## 2. Apply per-tick effects (Bleeding drains HP).
|
||
## 3. Phase 14 — bleed-out timeout: if a pawn has been bleeding for
|
||
## StatusCatalog.BLEED_OUT_TICKS (432000 ticks ≈ 6 in-game hours) with
|
||
## no doctor treating them, force-kill via take_damage(hp) to trigger
|
||
## _check_death(). _bleed_ticks resets when the Bleeding status is cleared
|
||
## (i.e. when a doctor successfully treats the wound).
|
||
## 4. Phase 14 — check death from bleed damage (hp reached 0 this tick).
|
||
## 5. Phase 12 — tick wet / cold accumulators and sync statuses.
|
||
##
|
||
## Bleeding does NOT log per-tick — would flood Audit. Named-source logging
|
||
## happens in take_damage() only when source is non-empty.
|
||
func _process_statuses() -> void:
|
||
var was_bleeding := false
|
||
for i in range(statuses.size() - 1, -1, -1):
|
||
var s: Status = statuses[i]
|
||
# 1. Decay EVENT statuses.
|
||
if s.lifetime == Status.Lifetime.EVENT:
|
||
s.ticks_remaining -= 1
|
||
if s.ticks_remaining <= 0:
|
||
statuses.remove_at(i)
|
||
continue
|
||
# 2. Apply per-tick effects.
|
||
if s.kind == Status.Kind.BLEEDING:
|
||
was_bleeding = true
|
||
# No source string to suppress per-tick Audit flood.
|
||
hp = maxf(0.0, hp - StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||
EventBus.pawn_took_damage.emit(self, StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||
_check_downed()
|
||
# 3. Phase 14 — bleed-out timeout.
|
||
# Design note: BLEED_OUT_TICKS = 432000 ≈ 6 in-game hours at 20 Hz.
|
||
# Simplified: death-by-bleed = hp ≤ 0 path through _check_death() handles
|
||
# the moment-of-death case; the _bleed_ticks timer is the "long neglect"
|
||
# safety net that prevents an immortal downed pawn when bleed rate is low.
|
||
if was_bleeding:
|
||
_bleed_ticks += 1
|
||
if _bleed_ticks >= StatusCatalog.BLEED_OUT_TICKS:
|
||
Audit.log("pawn", "%s bleed-out timeout after %d ticks" % [pawn_name, _bleed_ticks])
|
||
take_damage(hp, &"bleed_out") # lethal; triggers _check_death()
|
||
else:
|
||
_bleed_ticks = 0 # reset when bleeding is cleared (doctor treated)
|
||
# 4. Phase 14 — detect death from bleed tick this frame (hp → 0 via bleeding).
|
||
_check_death()
|
||
# 5. Phase 12 — wet / cold environment exposure.
|
||
_tick_wet()
|
||
_tick_cold()
|
||
|
||
|
||
## Tick the wet accumulator and sync the Wet status severity.
|
||
## Called every sim tick from _process_statuses().
|
||
func _tick_wet() -> void:
|
||
var sheltered := _is_sheltered()
|
||
if Weather.is_raining() and not sheltered:
|
||
var rate := StatusCatalog.WET_GAIN_PER_TICK * (2.0 if Weather.is_storming() else 1.0)
|
||
_wet_accum = clampf(_wet_accum + rate, 0.0, 100.0)
|
||
else:
|
||
_wet_accum = clampf(_wet_accum - StatusCatalog.WET_DECAY_PER_TICK, 0.0, 100.0)
|
||
_sync_wet_status()
|
||
|
||
|
||
## Tick the cold accumulator and sync the Cold status severity.
|
||
## Cold accumulates outdoors in winter OR during any cold snap regardless of season.
|
||
func _tick_cold() -> void:
|
||
var sheltered := _is_sheltered()
|
||
var cold_conditions := (Clock.current_season() == Clock.SEASON_WINTER or Weather.is_cold_snap())
|
||
if cold_conditions and not sheltered:
|
||
var rate := StatusCatalog.COLD_GAIN_PER_TICK * (2.0 if Weather.is_cold_snap() else 1.0)
|
||
_cold_accum = clampf(_cold_accum + rate, 0.0, 100.0)
|
||
else:
|
||
_cold_accum = clampf(_cold_accum - StatusCatalog.COLD_DECAY_PER_TICK, 0.0, 100.0)
|
||
_sync_cold_status()
|
||
|
||
|
||
## Compute the target wet severity from the current accumulator.
|
||
## Returns 0 (no status), 1 (Damp), or 2 (Soaked).
|
||
func _wet_severity() -> int:
|
||
for s in statuses:
|
||
if s.id == &"wet":
|
||
return s.severity
|
||
return 0
|
||
|
||
|
||
## Compute the target cold severity from the current accumulator.
|
||
## Returns 0 (no status), 1, 2, or 3.
|
||
func _cold_severity() -> int:
|
||
for s in statuses:
|
||
if s.id == &"cold":
|
||
return s.severity
|
||
return 0
|
||
|
||
|
||
## Sync the Wet status to match the current _wet_accum tier.
|
||
## Adds, updates severity, or removes the status with one Audit log per transition.
|
||
func _sync_wet_status() -> void:
|
||
var target: int
|
||
if _wet_accum >= StatusCatalog.WET_SOAKED_THRESHOLD:
|
||
target = StatusCatalog.WET_SOAKED_LEVEL
|
||
elif _wet_accum >= StatusCatalog.WET_DAMP_THRESHOLD:
|
||
target = StatusCatalog.WET_DAMP_LEVEL
|
||
else:
|
||
target = 0
|
||
|
||
var current := _wet_severity()
|
||
if target == current:
|
||
return
|
||
|
||
if target == 0:
|
||
remove_status_by_id(&"wet")
|
||
Audit.log("pawn", "%s dried off (wet=%.1f)" % [pawn_name, _wet_accum])
|
||
elif current == 0:
|
||
# Not wet → newly wet.
|
||
var label := "Damp" if target == StatusCatalog.WET_DAMP_LEVEL else "Soaked"
|
||
add_status(StatusCatalog.wet(target))
|
||
Audit.log("pawn", "%s now %s (wet=%.1f)" % [pawn_name, label, _wet_accum])
|
||
else:
|
||
# Severity shift — update in place to preserve the status object.
|
||
for s in statuses:
|
||
if s.id == &"wet":
|
||
var old_sev: int = s.severity
|
||
s.severity = target
|
||
var label := "Soaked" if target == StatusCatalog.WET_SOAKED_LEVEL else "Damp"
|
||
Audit.log("pawn", "%s now %s (wet=%.1f, sev %d→%d)" % [pawn_name, label, _wet_accum, old_sev, target])
|
||
break
|
||
|
||
|
||
## Sync the Cold status to match the current _cold_accum tier.
|
||
## Adds, updates severity, or removes the status with one Audit log per transition.
|
||
func _sync_cold_status() -> void:
|
||
var target: int
|
||
if _cold_accum >= StatusCatalog.COLD_EXTREME_THRESHOLD:
|
||
target = 3
|
||
elif _cold_accum >= StatusCatalog.COLD_SEVERE_THRESHOLD:
|
||
target = 2
|
||
elif _cold_accum >= StatusCatalog.COLD_MILD_THRESHOLD:
|
||
target = 1
|
||
else:
|
||
target = 0
|
||
|
||
var current := _cold_severity()
|
||
if target == current:
|
||
return
|
||
|
||
if target == 0:
|
||
remove_status_by_id(&"cold")
|
||
Audit.log("pawn", "%s warmed up (cold=%.1f)" % [pawn_name, _cold_accum])
|
||
elif current == 0:
|
||
add_status(StatusCatalog.cold(target))
|
||
Audit.log("pawn", "%s now Cold severity %d (cold=%.1f)" % [pawn_name, target, _cold_accum])
|
||
else:
|
||
for s in statuses:
|
||
if s.id == &"cold":
|
||
var old_sev: int = s.severity
|
||
s.severity = target
|
||
Audit.log("pawn", "%s Cold sev %d→%d (cold=%.1f)" % [pawn_name, old_sev, target, _cold_accum])
|
||
break
|
||
|
||
|
||
## Phase 13 — returns true if the pawn's current tile is inside an enclosed,
|
||
## roofed Room (via World.is_indoor). Falls back to the Phase 12 has-floor proxy
|
||
## during the brief window before RoomDetector populates the registry (boot,
|
||
## mid-build, cabin not-yet-enclosed). The fallback is graceful enough for those
|
||
## transient states and produces no false positives on open terrain.
|
||
##
|
||
## Callers: _tick_wet() and _tick_cold() both call this once per sim tick.
|
||
## If SHELTER_DEBUG is true, false→true and true→false transitions emit Audit lines.
|
||
func _is_sheltered() -> bool:
|
||
var sheltered: bool
|
||
if World.is_indoor(tile):
|
||
sheltered = true
|
||
else:
|
||
sheltered = World.floor_layer.get_cell_source_id(tile) != -1
|
||
if SHELTER_DEBUG and sheltered != _shelter_prev:
|
||
var direction := "→sheltered" if sheltered else "→unsheltered"
|
||
Audit.log("pawn", "%s shelter transition %s at %s" % [pawn_name, direction, tile])
|
||
_shelter_prev = sheltered
|
||
return sheltered
|
||
|
||
|
||
# ── save / load ─────────────────────────────────────────────────────────────
|
||
|
||
func to_dict() -> Dictionary:
|
||
var path_data: Array = []
|
||
for v in _path:
|
||
path_data.append([v.x, v.y])
|
||
# Serialise skills as {"manual_labor": 0, "crafting": 3, ...} — StringName
|
||
# keys must be stored as plain Strings for JSON round-trip safety.
|
||
var skills_data: Dictionary = {}
|
||
for skill in ALL_SKILLS:
|
||
skills_data[String(skill)] = get_skill(skill)
|
||
# Serialise Phase 8 thoughts as an array of thought dicts.
|
||
var thoughts_data: Array = []
|
||
for t in thoughts:
|
||
thoughts_data.append(t.to_dict())
|
||
# Serialise Phase 9 statuses as an array of status dicts.
|
||
var statuses_data: Array = []
|
||
for s in statuses:
|
||
statuses_data.append(s.to_dict())
|
||
return {
|
||
"class_id": &"pawn",
|
||
"name": pawn_name,
|
||
"tile_x": tile.x,
|
||
"tile_y": tile.y,
|
||
"path": path_data,
|
||
"step_progress": _step_progress,
|
||
"selected": _selected,
|
||
"forced_job": forced_job.to_dict() if forced_job != null else null,
|
||
"job_runner": job_runner.to_dict() if job_runner != null else null,
|
||
"skills": skills_data,
|
||
"hunger": hunger,
|
||
"sleep": sleep,
|
||
"thoughts": thoughts_data,
|
||
"mood": mood,
|
||
"hp": hp,
|
||
"statuses": statuses_data,
|
||
"sulk_low_ticks": _sulk_low_ticks,
|
||
"sulking": sulking,
|
||
# Phase 12 — wet / cold accumulators. Default 0 for pre-Phase-12 save compat.
|
||
"wet_accum": _wet_accum,
|
||
"cold_accum": _cold_accum,
|
||
# Phase 14 — bleed-out timeout counter. Default 0 for pre-Phase-14 saves.
|
||
"bleed_ticks": _bleed_ticks,
|
||
"last_damage_source": String(_last_damage_source),
|
||
"facing_x": facing.x,
|
||
"facing_y": facing.y,
|
||
# Phase 17 — per-pawn work-priority matrix. Keys stored as plain Strings for
|
||
# JSON round-trip safety (StringName keys survive the cast back via StringName()).
|
||
"work_priorities": _serialise_work_priorities(),
|
||
}
|
||
|
||
|
||
func from_dict(d: Dictionary) -> void:
|
||
pawn_name = d.get("name", "")
|
||
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
||
facing = Vector2i(int(d.get("facing_x", 0)), int(d.get("facing_y", 1)))
|
||
# Re-mount sprite now that pawn_name is set (atlas pick is name-hash driven).
|
||
_mount_sprite()
|
||
|
||
_path.clear()
|
||
for entry in d.get("path", []):
|
||
if entry is Array and entry.size() == 2:
|
||
_path.append(Vector2i(int(entry[0]), int(entry[1])))
|
||
_step_progress = float(d.get("step_progress", 0.0))
|
||
_selected = bool(d.get("selected", false))
|
||
|
||
var fj_dict: Variant = d.get("forced_job")
|
||
forced_job = Job.from_dict(fj_dict) if fj_dict is Dictionary else null
|
||
|
||
var jr_dict: Variant = d.get("job_runner")
|
||
if jr_dict is Dictionary and job_runner != null:
|
||
job_runner.from_dict(jr_dict)
|
||
|
||
# Phase 7 — restore hunger; default to full if missing (pre-Phase-7 save compat).
|
||
hunger = clampf(float(d.get("hunger", HUNGER_MAX)), 0.0, HUNGER_MAX)
|
||
# Phase 8 — restore sleep; default to full if missing (pre-Phase-8 save compat).
|
||
sleep = clampf(float(d.get("sleep", SLEEP_MAX)), 0.0, SLEEP_MAX)
|
||
# Phase 8 — restore thoughts, mood, and sulking state.
|
||
thoughts.clear()
|
||
var thoughts_raw: Variant = d.get("thoughts", [])
|
||
if thoughts_raw is Array:
|
||
for td in thoughts_raw:
|
||
if td is Dictionary:
|
||
thoughts.append(Thought.from_dict(td))
|
||
mood = clampf(float(d.get("mood", MOOD_BASE)), 0.0, 100.0)
|
||
_sulk_low_ticks = int(d.get("sulk_low_ticks", 0))
|
||
sulking = bool(d.get("sulking", false))
|
||
|
||
# Phase 9 — restore HP; default to HP_MAX for backward compat with pre-Phase-9 saves.
|
||
hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
|
||
# Phase 9 — restore statuses.
|
||
statuses.clear()
|
||
var statuses_raw: Variant = d.get("statuses", [])
|
||
if statuses_raw is Array:
|
||
for sd in statuses_raw:
|
||
if sd is Dictionary:
|
||
statuses.append(Status.from_dict(sd))
|
||
|
||
# Phase 12 — restore wet / cold accumulators; default 0 for pre-Phase-12 saves.
|
||
_wet_accum = clampf(float(d.get("wet_accum", 0.0)), 0.0, 100.0)
|
||
_cold_accum = clampf(float(d.get("cold_accum", 0.0)), 0.0, 100.0)
|
||
|
||
# Phase 14 — restore bleed-out counter and last damage source.
|
||
_bleed_ticks = int(d.get("bleed_ticks", 0))
|
||
_last_damage_source = StringName(d.get("last_damage_source", ""))
|
||
# Recompute portrait_color from pawn_name (same formula as setup()).
|
||
var pc_hue := float(pawn_name.hash() % 360) / 360.0
|
||
portrait_color = Color.from_hsv(pc_hue, 0.7, 0.85)
|
||
|
||
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
|
||
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
||
var saved_skills: Variant = d.get("skills")
|
||
if saved_skills is Dictionary:
|
||
for raw_key in saved_skills.keys():
|
||
var skill := StringName(raw_key)
|
||
if skill in ALL_SKILLS:
|
||
skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
|
||
|
||
# Phase 17 — restore work_priorities; default to 3 (NORMAL) for missing keys
|
||
# so pre-Phase-17 saves and unknown categories degrade gracefully.
|
||
var saved_priorities: Variant = d.get("work_priorities")
|
||
if saved_priorities is Dictionary:
|
||
for raw_key in saved_priorities.keys():
|
||
var cat := StringName(raw_key)
|
||
if work_priorities.has(cat):
|
||
work_priorities[cat] = clampi(int(saved_priorities[raw_key]), 0, 4)
|
||
|
||
_name_label.text = pawn_name
|
||
_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
|
||
position = _tile_to_world(tile)
|
||
queue_redraw()
|
||
Audit.log("pawn", "%s restored at %s (walking=%s, path len=%d)" % [pawn_name, tile, is_walking(), _path.size()])
|
||
|
||
|
||
## Serialise work_priorities as plain String keys for JSON round-trip safety.
|
||
## Only serialise categories in the known default set; unknown keys are skipped
|
||
## so save files stay forward-compatible when categories are added in future phases.
|
||
func _serialise_work_priorities() -> Dictionary:
|
||
var out: Dictionary = {}
|
||
for cat in work_priorities.keys():
|
||
out[String(cat)] = int(work_priorities[cat])
|
||
return out
|
||
|
||
|
||
# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
|
||
|
||
func _on_sim_tick(_tick_number: int) -> void:
|
||
# Phase 7 — decay hunger before orchestration so the AI sees the updated value
|
||
# this tick and can immediately seek food once hunger < 30.
|
||
hunger = maxf(0.0, hunger - HUNGER_DECAY_PER_TICK)
|
||
# Phase 8 — decay sleep before orchestration so the AI sees the updated value
|
||
# this tick and can immediately seek a bed once sleep < 30.
|
||
# sleep_decay buff (summer): multiplier > 1.0 → faster depletion.
|
||
sleep = maxf(0.0, sleep - SLEEP_DECAY_PER_TICK * Storyteller.get_buff_multiplier(&"sleep_decay"))
|
||
# Phase 8 — process thoughts AFTER hunger/sleep decay so is_hungry() / is_tired()
|
||
# reflect the freshly-decayed values when _sync_persistent_thought fires.
|
||
_process_thoughts()
|
||
# Phase 9 — process statuses AFTER thoughts (bleed damage may alter mood via
|
||
# future "recently injured" thought), BEFORE AI so is_incapacitated() is current.
|
||
_process_statuses()
|
||
_orchestrate_ai()
|
||
_advance_walk()
|
||
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
|
||
# carried_item directly. Cheapest reliable redraw hook is here.
|
||
queue_redraw()
|
||
|
||
|
||
func _orchestrate_ai() -> void:
|
||
# Phase 3: ask Decision for a job when the pawn is idle OR when a forced job
|
||
# is queued (forced_job preempts the current job — player override semantics).
|
||
# Decision's layer 2 consumes the forced_job slot; layer 4 falls back to work
|
||
# providers when no override is queued.
|
||
if job_runner == null:
|
||
return
|
||
if forced_job != null or not job_runner.has_job():
|
||
var next_job = Decision.pick_next_job(self, World.work_providers)
|
||
if next_job != null:
|
||
job_runner.start_job(next_job)
|
||
# Tick the runner (a freshly-started job's first toil executes here in the
|
||
# same sim tick — WALK calls pawn.walk_along_path so _advance_walk below
|
||
# immediately starts moving on this tick).
|
||
if job_runner.has_job():
|
||
job_runner.tick()
|
||
|
||
|
||
func _advance_walk() -> void:
|
||
if not is_walking():
|
||
return
|
||
_step_progress += 1.0 / float(STEP_TICKS)
|
||
if _step_progress >= 1.0:
|
||
var next_tile: Vector2i = _path[0]
|
||
# Guard: next tile may have become impassable mid-walk (e.g. another
|
||
# pawn finished a wall on it). Walking onto it would strand us on a
|
||
# non-walkable cell with no escape. Abort the walk; Decision reroutes.
|
||
if World.pathfinder != null and not World.pathfinder.is_walkable(next_tile):
|
||
_path.clear()
|
||
_step_progress = 0.0
|
||
if job_runner != null:
|
||
job_runner.cancel_job()
|
||
Audit.log("pawn", "%s walk aborted: %s became impassable" % [pawn_name, next_tile])
|
||
return
|
||
var delta := next_tile - tile
|
||
if delta != Vector2i.ZERO:
|
||
facing = _canonical_facing(delta)
|
||
tile = next_tile
|
||
_path.remove_at(0)
|
||
_step_progress = 0.0
|
||
if _path.is_empty():
|
||
_state_label.text = Strings.t(&"pawn.state.idle")
|
||
walk_completed.emit()
|
||
arrived_at_destination.emit(tile)
|
||
EventBus.pawn_arrived_at_destination.emit(self, tile)
|
||
Audit.log("pawn", "%s arrived at %s" % [pawn_name, tile])
|
||
|
||
|
||
# ── render ──────────────────────────────────────────────────────────────────
|
||
|
||
func _process(_delta: float) -> void:
|
||
var from_world := _tile_to_world(tile)
|
||
var next := _path[0] if is_walking() else tile
|
||
var to_world := _tile_to_world(next)
|
||
position = from_world.lerp(to_world, _step_progress)
|
||
_update_anim()
|
||
|
||
|
||
## Pick the right animation each tick based on walk state, facing, and downed.
|
||
## Called from _process(). Cheap: only calls _sprite.play() when the target
|
||
## animation differs from the current one (AnimatedSprite2D restarts from
|
||
## frame 0 on every play() call, so we must guard).
|
||
func _update_anim() -> void:
|
||
if _sprite == null:
|
||
return
|
||
if is_downed():
|
||
if _sprite.animation != &"dead":
|
||
_sprite.play(&"dead")
|
||
return
|
||
var prefix: StringName = &"walk" if is_walking() else &"idle"
|
||
var dir_suffix: StringName = _facing_suffix()
|
||
var target: StringName = StringName("%s_%s" % [prefix, dir_suffix])
|
||
if _sprite.animation != target:
|
||
_sprite.play(target)
|
||
|
||
|
||
## Map `facing` Vector2i to the animation-name suffix (down/left/right/up).
|
||
func _facing_suffix() -> StringName:
|
||
if facing == Vector2i(0, -1):
|
||
return &"up"
|
||
if facing == Vector2i(-1, 0):
|
||
return &"left"
|
||
if facing == Vector2i(1, 0):
|
||
return &"right"
|
||
return &"down"
|
||
|
||
|
||
func _draw() -> void:
|
||
# Body is the AnimatedSprite2D child (see _ready). _draw() is now overlay-only.
|
||
# Selection ring — drawn on top of the sprite (parent _draw runs after the
|
||
# child's z_index=-1 sprite draws).
|
||
if _selected:
|
||
draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
|
||
|
||
# Carry indicator — draw a shrunk version of the actual item shape at the
|
||
# pawn's upper-right ("held out at chest height"). Uses Item.draw_item_shape
|
||
# at 0.55× scale (the shapes are authored for a 12×12 box; 0.55× → ~7×7).
|
||
# Falls back to a hue-hashed square if the item type isn't shape-registered.
|
||
if carried_item != null:
|
||
var ci_center := Vector2(7.0, -12.0)
|
||
var ci_scale := 0.55
|
||
draw_set_transform(ci_center, 0.0, Vector2(ci_scale, ci_scale))
|
||
if not Item.draw_item_shape(self, carried_item.item_type, carried_item.subtype):
|
||
var ci_hue := float(carried_item.item_type.hash() % 360) / 360.0
|
||
var ci_color := Color.from_hsv(ci_hue, 0.6, 0.85)
|
||
draw_rect(Rect2(-6, -6, 12, 12), ci_color)
|
||
draw_rect(Rect2(-6, -6, 12, 12), Color(0, 0, 0, 0.7), false, 1.0)
|
||
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
|
||
|
||
|
||
# ── helpers ─────────────────────────────────────────────────────────────────
|
||
|
||
func _tile_to_world(t: Vector2i) -> Vector2:
|
||
return Vector2(
|
||
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||
)
|
||
|
||
|
||
## Maps any tile-delta to a cardinal Vector2i facing direction. Prefers the
|
||
## axis with larger absolute magnitude; ties favor horizontal. Returns down
|
||
## (0, 1) for zero delta as a safe default.
|
||
static func _canonical_facing(delta: Vector2i) -> Vector2i:
|
||
if delta == Vector2i.ZERO:
|
||
return Vector2i(0, 1)
|
||
if abs(delta.x) >= abs(delta.y):
|
||
return Vector2i(sign(delta.x), 0) if delta.x != 0 else Vector2i(0, 1)
|
||
return Vector2i(0, sign(delta.y))
|
||
|
||
|
||
## Returns the {idle, walk, dead} atlas trio for a pawn. Slice 1: always
|
||
## peasant, picked deterministically from name hash (mod 15, +1 for 001-015
|
||
## naming). Slice 2 will branch on equipped armor (helm + cuirass + boots →
|
||
## knight atlas, etc.) at this single extension point.
|
||
const _PEASANT_COUNT: int = 15
|
||
|
||
static func _atlas_for_pawn(pawn) -> Dictionary:
|
||
var idx: int = (absi(pawn.pawn_name.hash()) % _PEASANT_COUNT) + 1
|
||
var n: String = "%03d" % idx
|
||
return {
|
||
"idle": load("res://art/sprites/characters/Character_%s_Idle.png" % n),
|
||
"walk": load("res://art/sprites/characters/Character_%s_Walk.png" % n),
|
||
"dead": load("res://art/sprites/characters/Character_%s_Dead.png" % n),
|
||
}
|